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<title>Current Game Options</title>
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<P><FONT face=Arial size=2><STRONG><IMG 
src="Documentation Images/Rice Video Current Game Options.jpg"></STRONG></FONT></P><FONT face=Arial size=2>
<P><FONT face=Arial size=2><STRONG>Frame Update at:&nbsp;</STRONG>This option 
controls when the screen is updated. This can be:</FONT></P>
<UL>
  <LI><STRONG><FONT face=Arial size=2>At VI origin update.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>At VI origin change.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>At CI change.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>At the 1st CI change.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>At the 1st drawing.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>Before the screen is cleared.</FONT> </STRONG> 
  <LI><STRONG><FONT face=Arial size=2>and at the VI origin update, after the screen is 
  drawn (default option).</FONT> </STRONG> </LI></UL>
<P><FONT face=Arial size=2><STRONG>N64 
Frame Buffer:</STRONG> </FONT><FONT 
face=Arial size=2><FONT 
face=Arial size=2>This option controls <STRONG>framebuffer emulation, 
</STRONG>which is often used by games for special effects. The options 
are:</FONT></P>
<UL>
  <LI><FONT face=Arial size=2><STRONG>None:</STRONG> Performs no emulation of 
  framebuffers. This provides the best emulation speed and is the default 
  option.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Hide Framebuffer Effects: </STRONG>Ignores 
  framebuffer texture writing, so the effects won't render.</FONT> 
  <LI><STRONG><FONT face=Arial size=2>Basic Framebuffer</FONT>: </STRONG><FONT 
  face=Arial size=2>Performs a basic level of framebuffer emulation. Note that 
  this might create a small to large performance hit, depending on computer 
  specifications.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Basic &amp; Write Back: </STRONG>Performs 
  a bit more framebuffer emulation than <STRONG>Basic Framebuffer</STRONG>. This 
  might give a even bigger speed hit, depending on the game.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Write Back &amp; Reload: </STRONG>Performs 
  a large amount of framebuffer emulaton. This has potential for a large speed 
  hit because framebuffer textures are written and read regularily from video 
  RAM and normal RAM.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Write Back Every Frame: </STRONG>Performs 
  a <STRONG>complete </STRONG>framebuffer emulation. This can be very slow, 
  since frames are read constantly, on every single frame.</FONT> 
  <LI><STRONG><FONT face=Arial size=2>Basic framebuffer &amp; With 
  Emulator</FONT>: </STRONG><FONT face=Arial size=2>This performs basic 
  framebuffer emulation, but the emulator notifies the plugin&nbsp;when 
  framebuffer effects are performed.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>With Emulator Read Only: 
  </STRONG>Framebuffers are only read when the emulator notifies the 
  plugin.</FONT><FONT face=Arial size=2> 
  <LI><FONT face=Arial size=2><STRONG>With Emulator&nbsp;Write Only: 
  </STRONG>Framebuffers are only&nbsp;written when the emulator notifies the 
  plugin.</FONT></FONT>   
            
          
  </FONT><FONT face=Arial size=2><FONT face=Arial size=2>        
  .</FONT></FONT></LI></UL>
<P><FONT face=Arial size=2><STRONG>Note: Framebuffer drawing is currently 
incomplete in the OpenGL renderer. Also, hardware framebuffer emulation is 
incomplete in the development branch plugin.</STRONG></P>
<P><STRONG>Rendering to Texture:&nbsp;</STRONG>This option controls how 
render-to-texture operations are performed by the plugin. Render-to-texture is a 
component of framebuffer emulation. The options are:</P>
<UL>
  <LI><STRONG>None: </STRONG>Performs zero render-to-texture techniques (this is 
  the default). 
  <LI><STRONG>Hide Render-to-texture Effects: </STRONG>Ignores render-to-texture 
  operations to render buffers. This means that framebuffer effects won't work 
  correctly. 
  <LI><STRONG>Basic Render-to-texture: </STRONG>Performs a basic level of 
  texture copying and rendering. This is slow, due to the current 
  implementation. 
  <LI><STRONG>Basic &amp; Write Back: </STRONG>Performs a&nbsp; basic level of 
  texture copying and rendering, while writing back frames. This is also slow.. 
  <LI><STRONG>Write Back &amp; Reload: </STRONG>Performs complete 
  render-to-texture rendering. This can be very slow, depending on the speed in 
  which data is transfered to and fro from the GPU and main RAM.</LI></UL>
<P><STRONG>Note:&nbsp;Render-to-texture is currently incomplete in the OpenGL 
renderer. Also, hardware render to texture&nbsp;is incomplete in the development 
branch plugin.</STRONG></P>
<P><STRONG>Normal Blender:&nbsp;</STRONG>Enable this if you have problems with 
transparency problems in games.</P>
<P><STRONG>Disable Blender:</STRONG> 
This disable's the plugin's blender 
algorithm. This can cause problems with alpha/transparency, etc..</P>
<P><STRONG>Normal Combiner:&nbsp;</STRONG>Enables the normal color combiner. Use this 
if you you have texture color issues, transparency problems or issues with 
monochrome textures.</P>
<P><STRONG>Force Buffer Clear:&nbsp;</STRONG>This option forces the plugin to clear 
the screen before rendering. This is needed for some games.</P>
<P><STRONG>Emulate Clear:&nbsp;</STRONG>This option enables memory clearing. This is 
needed for some certain games.</P>
<P><STRONG>Fine Texture Mapping:&nbsp;</STRONG>This option enables more accurate 
texture mapping. This is useful if you have thin line problems in some 
games.</P>
<P><STRONG>Fast Texture Loading:&nbsp;</STRONG>This option speeds up texture loading, 
through a faster CRC (cyclic redundancy check) calculation and checking 
algorithm.</P>
<P><STRONG>Force Depth Compare:&nbsp;</STRONG>This option relates to depth buffer 
emulation. It forces depth buffer comparing and updating. Use this only if you 
need it.</P>
<P><STRONG>Try to use Smaller Texture:</STRONG> This option 
makes the plugin use smaller textures, therefore this 
can make the plugin run faster. due to the processing of smaller textures 
(which take up VRAM, if they are large).</P>
<P><STRONG>N64 Screen Width/Height:</STRONG> This option 
overrides the internal N64 screen resolution     
  </P>
<P>&nbsp;</P>
<P><FONT size=4><STRONG>Advanced 
Options:</STRONG> </FONT></P>
<UL>
  <LI><STRONG><FONT size=2>Disable Culling</FONT> </STRONG> 
  <LI><STRONG>Texture Scale Hack </STRONG>   
  <LI><STRONG>Faster Loading Tiles </STRONG>   
  <LI><STRONG>Texture 1 Hack </STRONG>   
  <LI><STRONG>Primary Depth Hack </STRONG>   
  <LI><STRONG>Increase TextRect Edge </STRONG>   
  <LI><STRONG>Near Plane Z Hack </STRONG>    
  <LI><STRONG>TMEM Emulation </STRONG>  
  <LI><STRONG>Alternative texture size calculation 
</STRONG>    
  <LI><STRONG>Enable Texture LOD </STRONG>   
  <LI><STRONG>Use CI Width and Ratio</STRONG>    </LI></UL>
<P><STRONG>Note: These are all VERY advanced options. To 
minimize the risks, its best NOT to bother with these, UNLESS you known what you 
are doing and what&nbsp;the options&nbsp;do.</STRONG></P>
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